Merge pull request #5854 from sethalves/hand-controller-adjustment

tone down distance throwing
This commit is contained in:
Philip Rosedale 2015-09-18 17:20:22 -07:00
commit aebadb1ab9

View file

@ -18,7 +18,7 @@ Script.include("../libraries/utils.js");
// these tune time-averaging and "on" value for analog trigger // these tune time-averaging and "on" value for analog trigger
// //
var TRIGGER_SMOOTH_RATIO = 0.0; // 0.0 disables smoothing of trigger value var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
var TRIGGER_ON_VALUE = 0.2; var TRIGGER_ON_VALUE = 0.2;
///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////
@ -274,7 +274,7 @@ function controller(hand, triggerAction) {
var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
var now = Date.now(); var now = Date.now();
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
this.computeReleaseVelocity(deltaPosition, deltaTime); this.computeReleaseVelocity(deltaPosition, deltaTime, false);
this.currentObjectPosition = newObjectPosition; this.currentObjectPosition = newObjectPosition;
this.currentObjectTime = now; this.currentObjectTime = now;
@ -352,7 +352,7 @@ function controller(hand, triggerAction) {
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
this.computeReleaseVelocity(deltaPosition, deltaTime); this.computeReleaseVelocity(deltaPosition, deltaTime, true);
this.currentHandControllerPosition = handControllerPosition; this.currentHandControllerPosition = handControllerPosition;
this.currentObjectTime = now; this.currentObjectTime = now;
@ -360,7 +360,7 @@ function controller(hand, triggerAction) {
} }
this.computeReleaseVelocity = function(deltaPosition, deltaTime) { this.computeReleaseVelocity = function(deltaPosition, deltaTime, useMultiplier) {
if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) { if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) {
var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime); var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger // don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
@ -371,6 +371,10 @@ function controller(hand, triggerAction) {
(1.0 - NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)), (1.0 - NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)),
Vec3.multiply(grabbedVelocity, NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)); Vec3.multiply(grabbedVelocity, NEAR_GRABBING_VELOCITY_SMOOTH_RATIO));
} }
if (useMultiplier) {
this.grabbedVelocity = Vec3.multiply(this.grabbedVelocity, RELEASE_VELOCITY_MULTIPLIER);
}
} }
} }
@ -385,9 +389,7 @@ function controller(hand, triggerAction) {
// the action will tend to quickly bring an object's velocity to zero. now that // the action will tend to quickly bring an object's velocity to zero. now that
// the action is gone, set the objects velocity to something the holder might expect. // the action is gone, set the objects velocity to something the holder might expect.
Entities.editEntity(this.grabbedEntity, Entities.editEntity(this.grabbedEntity, {velocity: this.grabbedVelocity});
{velocity: Vec3.multiply(this.grabbedVelocity, RELEASE_VELOCITY_MULTIPLIER)}
);
this.deactivateEntity(this.grabbedEntity); this.deactivateEntity(this.grabbedEntity);
this.grabbedVelocity = ZERO_VEC; this.grabbedVelocity = ZERO_VEC;